GenoWhirl9999
Smash Rookie
- Joined
- Apr 13, 2009
- Messages
- 10
Sheiks needles may work for the finger bullets, or mayhaps bullet seed if you could orient it differently. Bullet seed has a really good sound effect to go along with it to boot.
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That would be awesome, and it would fix his ground game to a certain extent (depending on the effects it would have on his moves). What does that taunt do now, anything special?Would hitting A at the right time during the item taunt giving him the Geno Boost effect on the ground be an option? It would definitely be SMRPG-like.
If you get the texture included in my (Fighter) Geno .pac, the sword and shield are removed COMPLETELY.Oh and one final thing: On the opening page of this thread, it says that the sword and shield are gone...that just means from his hands right? Otherwise, the version I downloaded still has it on, and he pulls them out during shielding. Sorry for the misunderstanding on my part, and thanks again for the opportunity to throw out some ideas!
Thanks much.Just popping in to say the animation changes are all great, and I love the throws in particular.
I'm still having issues trying to port over your specials, Indigo. I noticed your clearing bits in most of Geno's basic ground movements, which I believe is the blue glow, correct? Either way, he crashes whenever I do anything other than stand. If you (or anybody, I suppose) could figure out what's different between this test, (WILL CRASH) and yours, I'd much appreciate it. Although if anybody can figure out why moving is crashing, I would suggest staying away from DownB, as that will likely also crash.. (Most of the code for it is removed) I've just got other plans for that.
Well, here's my answers:Hey guys, nice job with Geno. I'm waiting to see how the final results could end up, though I have a few questions about cosmic Geno.
1) Geno whirl: what's your impressions on that move? Because it seems somewhat gamebreaking for my experience with it.
2) Have you considered using a smaller version of the smoke ball model (or perhaps peanuts/wario's bike's wheels) for the bullet shot? It'd actually be pretty interesting to see them ricochet in different directions. Similarly, could Ftilt use like a hand-shaped object (hammerhead, perhaps?) for the animation?
3) Not that I have any real idea as to how exactly brawl deals with different B moves during landing, but how exactly do you code Geno blast, and what is the problem when it lands? It is one of my favourite moves to see, and it irritates me that you are stuck on the ground in order to use it.
4) Actually, this is more of an overall Geno thing moreso than specifically Cosmic Geno, but are you planning on having a different model and different animations (rather than using TL's) by the time you are done?
I haven't had any time to test out fighter Geno yet, so I'll put in my two cents when I have them. Sorry if I sound somewhat rude or demanding, I tend to do that whenever I want to add my own input into a project like this.
The only difference between 1DC and 1DD is that 1DC is the ground version, and 1DD is the aerial version. I'm still trying to make both versions work the same as what the aerial version is now, but I can't figure out how to make it so that he always goes up the same distance and can be moved left and right while he's rising. I don't know what IC-bit [247] does, it's probably just the remains from someone else's move that I copied and didn't remove because it worked.Okay, I've just about got every move working now, but his UpB crashes for some awkward reason.
Also Indigo - What's the difference between 1DC and 1DD? RA-bit[17] seems to control it, but I'm not sure what that is, exactly. Likewise, what's IC-bit [247]?
Here's a link to my Geno at the moment. The UpB crashes right at activation.
Because of the crash, I can't test it at the moment, but I should have the same "Geno Boosted Aerial attacks" in my set now, as well.
If anybody can figure out what's going wrong there, they'd have my thanks.
Also: Douhneill - I look forward to you testing out my Geno as well. Feedback is always awesome.
Yes. Deleting model parts is connected to the texture only, so it'll work regardless of anything else.wait, so youre saying if I use the Geno texture in your set, the sword and shield are gone? would they still be invisible if I used cosmic geno or normal toon link?
It's tied to textures, but yes.wait, so youre saying if I use the Geno texture in your set, the sword and shield are gone? would they still be invisible if I used cosmic geno or normal toon link?
It's pretty much exactly what it looks like - 132 is set right after the rise, and it controls both the attack boost and the height of the jump (in order to prevent infinite air time), and is reset in every subaction on the ground. Why it occasionally seems to fail, and why the ground version lifts off to ridiculous heights, I still haven't figured out. It seems that the ground version fails if you use it right after landing while Boosted, perhaps because he doesn't go through a single frame of a ground animation, so the bit isn't cleared. That isn't really such a major issue gameplay-wise, since you really shouldn't be spamming it on the ground unless you're trying to stall the match, but on rare occasions the air version seems to fail and mess up your recovery, and I don't know why. Fortunately this happens very rarely, if at all.It's tied to textures, but yes.
Try out the Geno in my set. If you look at the screenshots, you'll see the texture and the lack of sword/shield.
Edit: Finally managed to port over Geno all the way. Whew. Indigo - What exactly determines the bitset and whatnot for subaction 1DC? Because sometimes I'll go flying half the height of New Pork City, and sometimes I'll barely lift off the ground, and this can happen with both rises set the same.
No problem. I'm fairly certain I know how to do it. Or rather, I'm fairly certain my idea of how to do it works. Either way it would not suffer any of the problems you're describing. Basically, you go to the animation you want, find the bone TransN, and, using the arrows, go to the last frame of the animation. Then, you input the distance you want covered in terms of X, Y, and Z into the proper Translation fields. That's pretty much all there is to it, methinks....That would be so much better than just relying on momentum. And would work regardless of gravity, and not be glitchy, correct?
Does anybody here know how to do it very well? Can I bug you later, Eldiran? Thanks for the advice.
I don't think it would be quite that easy. Seems that the Translation and Rotation fields have data on every frame, so you'd have to put the offset in every frame, not just the last one. Not difficult, but a real pain.No problem. I'm fairly certain I know how to do it. Or rather, I'm fairly certain my idea of how to do it works. Either way it would not suffer any of the problems you're describing. Basically, you go to the animation you want, find the bone TransN, and, using the arrows, go to the last frame of the animation. Then, you input the distance you want covered in terms of X, Y, and Z into the proper Translation fields. That's pretty much all there is to it, methinks.
Never tried it, that's just my guess.Are you sure? It uses keyframes, after all, so it ought to tween it for you.
Changing the On Ground status was an attempt at making him lift off the ground if he used it on the ground, but I never got it to work totally the way I wanted. I wanted it to work exactly as it did in the air, with a slow rise that could be moved left and right... did you get it to work?I dunno how it works, but either way, it shouldn't terribly hard to figure out a parabolic function to replicate how your UpB works.
As for me, I'm thinking of a slightly different UpB. It's amazing what being bored in class can do.
Edit: Hey Indigo, I'm pretty sure I just fixed the UpB glitch. You didn't clear LA-Bit[132] when you do a Special Land, or land during an Aerial. I'm gonna look into it.
Edit2: Totally got a different way of doing things. Fixed now! w00t. You had a buncha extra stuff in the move that didn't seem to be doing anything, and because in your first If statement you changed Geno's On Ground status, he was NEVER on the ground for the second Ground check.
Now that I got that outta the way, I'm gonna work on some original stuff... Maybe tomorrow. Should I put out a new set with Indigo's Specials?
Yeah, I sorta just jumped up what you currently had in the function. I'd explain it, but...*stuff*
That works.*stuff*And sure, by all means release the next version, I'd like to see what you've come up with!